From 24974c89e88372970c1f488c36ed023e3bfa2bd3 Mon Sep 17 00:00:00 2001 From: David Reid Date: Sat, 8 Jan 2022 17:21:28 +1000 Subject: [PATCH] Minor documentation fix. --- miniaudio.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/miniaudio.h b/miniaudio.h index 3dad85cb..5327840b 100644 --- a/miniaudio.h +++ b/miniaudio.h @@ -1618,10 +1618,10 @@ decoded, meaning the raw file data will be stored in memory, and then dynamicall memory, use the `MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_DECODE` flag. By default, the sound file will be loaded synchronously, meaning `ma_resource_manager_data_source_init()` will only return after the entire file has been loaded. This is good for simplicity, but can be prohibitively slow. You -can instead load the sound asynchronously using the `MA_DATA_SOURCE_ASYNC` flag. This will result -in `ma_resource_manager_data_source_init()` returning quickly, but no data will be returned by -`ma_data_source_read_pcm_frames()` until some data is available. When no data is available because -the asynchronous decoding hasn't caught up, `MA_BUSY` will be returned by +can instead load the sound asynchronously using the `MA_RESOURCE_MANAGER_DATA_SOURCE_ASYNC` flag. +This will result in `ma_resource_manager_data_source_init()` returning quickly, but no data will be +returned by `ma_data_source_read_pcm_frames()` until some data is available. When no data is +available because the asynchronous decoding hasn't caught up, `MA_BUSY` will be returned by `ma_data_source_read_pcm_frames()`. For large sounds, it's often prohibitive to store the entire file in memory. To mitigate this, you